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After doing some play-testing and some ruminating on my own, I am not entirely excited about the damage system in my main project, and I would like to get some feedback on it. I am typically on the RPGC Discord (same name), too, for more one-on-one chat if folks like to brainstorm and bounce ideas off one another in more real-time fashion.
My system uses (essentially) a point pool that gets spent whenever players want their character to achieve a task. Any time a character is making an attack of some kind (physical or non-physical), they declare their action, spend energy, and -- if applicable -- improve the outcome with an effect. Each PC has four attributes, and each one is divided into named levels, which each have their own number of points (all cumulative). For example, Command has points in the following levels: 1/2/3/4/5/2/1.
This is not the element I am looking to change, but it's good to get a handle on the basics of the system. What I am looking to change is how damage and defense works in conjunction with that system.
One of my major design goals with this system was to improve player choice through a variety of choices that create investment in the game and the character.
Current System
Right now the damage feels very mediocre to me. When a character has achieved their task (above), they deal a point-value damage to their opponent. If they opponent has defense of some kind, they reduce that number in one of two ways: a) resistance to the attack, which reduces the damage initially; and b) soak, which is their defenses "durability" for lack of a better term, which absorbs the damage until it runs out. After that, the point values deal damage directly to an attribute.
Currently, both attacks and defenses have set point values that can be added to with various qualities to improve them.
What I think this lacks is any flare. Point values are great, but they're a bit lackluster.
Proposed System
The thought I have for a revision is to have attacks and defenses deal damage according to how they affect an attribute. Rather than doing a value or points, they instead affect a whole level of energy. For example, an attack meant to "injure" someone might remove a level of energy; whereas, an attack meant to "incapacitate" someone is intended to take them out. Both can be attempted, but they have different levels of risk.
Similarly, defenses would be set up to resist certain types of attacks or soak a number of levels of damage.
What I like about this is that while each attack has a similar function to a static point value, they are each named and can increase narrative flow. Players are also encouraged to add qualities to their attacks and defenses to improve how they attack and what types of attacks are effective. Rather than mere numbers to say, "Oh, this sword does two more points of damage," it feels more allow players to say, "My sword is capable to causing greater 'injury'." Perhaps it's a minor issue, but it feels good to me.
Feedback
General feedback on how this feels would be great. I also have more concrete thoughts, but they're a little piecemeal in my document, which is why I didn't just share that. I'm happy to do so with those interested.
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- 4 years ago
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